x


Dynamic Light on a Procedural Map problem!

Hi, I'm in the middle of creating a procedural fps dungeon demo and I'm running into problems, maybe I could get some assistance.

I'm using a random-walk algorithm to populate a 2d array with template rooms. After placing the objects, I have a map full of "rooms" that one can walk around in. My problem is that you can easily see where one room begins and ends where the shadows cut abruptly.

Why is this happening? My models that I created in Blender are all exactly the same in dimensions and texture and the shaders in Unity are all set to the same one, and I'm using soft-shadows.

Examples: http://i.imgur.com/nd8L1.png

http://i.imgur.com/pGtZo.png

Thanks!

more ▼

asked Jun 26 '11 at 06:54 PM

cabot696 gravatar image

cabot696
16 3 3 3

(comments are locked)
10|3000 characters needed characters left

1 answer: sort voted first

It looks like the normals are messed up. In the mesh importer in Unity, change the normals to "calculate" and the smoothing angle to 0.

more ▼

answered Jun 26 '11 at 07:12 PM

Eric5h5 gravatar image

Eric5h5
81.5k 42 133 529

Ah, that did it, thank you!

Jun 26 '11 at 07:19 PM cabot696
(comments are locked)
10|3000 characters needed characters left
Your answer
toggle preview:

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this question

By Email:

Once you sign in you will be able to subscribe for any updates here

By RSS:

Answers

Answers and Comments

Topics:

x441
x307
x236
x41
x16

asked: Jun 26 '11 at 06:54 PM

Seen: 934 times

Last Updated: Jun 26 '11 at 07:19 PM